#include "SkEGLContext.h"
//#include "SkTypes.h"
#include <AGL/agl.h>
SkEGLContext::SkEGLContext() : context(NULL) {
}
SkEGLContext::~SkEGLContext() {
if (this->context) {
aglDestroyContext(this->context);
}
}
bool SkEGLContext::init(int width, int height) {
GLint major, minor;
AGLContext ctx;
aglGetVersion(&major, &minor);
//SkDebugf("---- agl version %d %d\n", major, minor);
const GLint pixelAttrs[] = {
AGL_RGBA,
AGL_STENCIL_SIZE, 8,
/*
AGL_SAMPLE_BUFFERS_ARB, 1,
AGL_MULTISAMPLE,
AGL_SAMPLES_ARB, 2,
*/
AGL_ACCELERATED,
AGL_NONE
};
AGLPixelFormat format = aglChoosePixelFormat(NULL, 0, pixelAttrs);
//AGLPixelFormat format = aglCreatePixelFormat(pixelAttrs);
//SkDebugf("----- agl format %p\n", format);
ctx = aglCreateContext(format, NULL);
//SkDebugf("----- agl context %p\n", ctx);
aglDestroyPixelFormat(format);
/*
static const GLint interval = 1;
aglSetInteger(ctx, AGL_SWAP_INTERVAL, &interval);
*/
aglSetCurrentContext(ctx);
this->context = ctx;
// Now create our FBO render target
GLuint fboID;
GLuint cbID;
GLuint dsID;
glGenFramebuffersEXT(1, &fboID);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboID);
glGenRenderbuffers(1, &cbID);
glBindRenderbuffer(GL_RENDERBUFFER, cbID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, cbID);
glGenRenderbuffers(1, &dsID);
glBindRenderbuffer(GL_RENDERBUFFER, dsID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, dsID);
glViewport(0, 0, width, height);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
return GL_FRAMEBUFFER_COMPLETE == status;
}